stavstav Posted September 22, 2015 Posted September 22, 2015 Am gonna explain to people, how to get this working. Its a real pain in the ass Mainly you will want to use FNIS for sex animations in particular I wanted my "heroine" to masturbate or lez out, wanted to use adultshow xxx, and I did finally get it working after days and days. I thought it was the adultshow author's fault it did not work but it turns out it was FNIS fault. So here we go with this nightmare... First off what you are gonna wanna do, dl and install FNIS and any mods you want to work with it. Install in mod organizer. Then you are gonna make a shortcut in mod organizer to FNIS. It is important that you do this correctly, due to mod organizer's virtual file system. If you run FNIS any other way, it will not see your mod. So in mod organizer there is a drop down menu just to the left of "run". there you choose edit. you are gonna make a new shortcut to FNIS. It will be in your mod organizer folder under mods\FNIS behavior - always necessary\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe. once you have made the shortcut, DO NOT RUN FNIS YET. GO into C:\Program Files (x86)\Skyrim LE\Data\meshes\actors\character\behaviors\ . Now here is the fucked up part. It turns out that when you run FNIS it not only overwrites your 0_master.hkx file, it also COMPLETELY DELETES YOUR mt_behavior.hkx file, WHICH IS REQUIRED FOR ALL HUMAN ANIMATIONS TO FUNCTION. You will need to backup this whole "behavior" folder contents (i used 7zip and put all files in an archive). MAKE SURE mt_behavior.hkx AND 0_master.hkx IS BACKED UP. now, go ahead and run FNIS from the drop down menu along with the mod(s) you need it for. Disable most other mods *except* XPMS Skeleton, and obviously FNIS and the mod you need FNIS for. When you run FNIS make sure and check "Skeleton arm fix" box, it even tells you to. Unless you dont have XPMS skeleton then skip that. So when you run FNIS you should see some evidence of the mod you want to install. For me it said "reading ASX.mod" or something like that. then at the end, it should say "104 animations compiled" or something like that. If you only see "47 animations and 1 warning", then you know it did not work. This is what will happen if you run FNIS from outside mod manager. It wont work at all. NOW....... in mod manager at the bottom of your mods there is a "overwrite" folder or whatever. you are going to go into that and copy all the folders/contents to your skyrim directory in the appropriate directory tree i think it is data. When you are copying, make sure to backup any files it wants to overwrite. Now, you are going to go into C:\Program Files (x86)\Skyrim LE\Data\meshes\actors\character\behaviors\ ... AND YOU WILL NOTICE THAT mt_behavior.hkx IS GONE. If you try and run the game now, you will have no human animations whatsoever. How fucking stupid is that. So, you are going to RESTORE your BACKED UP copy of mt_behavior.hkx into that folder. and now run your game with minimal mods to make sure it works. then run your game with all mods you want and make sure to load from a clean save. THERE YOU GO!!! Learn from my pain.
Guest toymachine Posted September 22, 2015 Posted September 22, 2015 I would refrain from insults as it'll get you a warning for being disrespectful towards other LL members. yes Fores is a member of this community and a contributor. Fore is a busy guy, and I'm sure the questions you may of had got ignored because it's probably already on the FAQ somewhere and it gets really old having to answer the same thing over and over when it's right there in your face. Many people here use Mod Organizer which also means most of them more than likely use FNIS, Sexlab and other mods that rely on FNIS. Which is to say that people know how to setup/use both. And lastly, Gopher made a video on how to install FNIS with MO.
CEO 0S Posted September 22, 2015 Posted September 22, 2015 Sorry you had a frustrating experience but Fore contributed the most valuable tool by far to Skyrim modding which is FNIS, he's definitely the MVP. Without his contribution there'd by very little you could actually mod in Skyrim, now because of FNIS Skyrim has endless potential. He's also a very nice guy and always helpful. He's diligently maintained the program for years, made awesome upgrades to it and troubleshoots almost any one in need of help or deeper understanding with it from mod developers to users daily. If you're upset it's Bethesda's fault for making no way to add animations through the Creation Kit. MO is slightly trickier to set up with it because of the nature of how MO works.
stavstav Posted September 22, 2015 Author Posted September 22, 2015 I would refrain from insults as it'll get you a warning for being disrespectful towards other LL members. yes Fores is a member of this community and a contributor. Fore is a busy guy, and I'm sure the questions you may of had got ignored because it's probably already on the FAQ somewhere and it gets really old having to answer the same thing over and over when it's right there in your face. Many people here use Mod Organizer which also means most of them more than likely use FNIS, Sexlab and other mods that rely on FNIS. Which is to say that people know how to setup/use both. And lastly, Gopher made a video on how to install FNIS with MO. I watched that video, very helpful. Except it did not address the problem of the mt_behavior.hkx file being deleted. which will break your game no disrespect intended i just wanted to help people yeah well, i know it is designed for nmm, but using the new version of nmm will also break your game ok i edit it, thanks for feedback
stavstav Posted September 22, 2015 Author Posted September 22, 2015 Sorry you had a frustrating experience but Fore contributed the most valuable tool by far to Skyrim modding which is FNIS, he's definitely the MVP. Without his contribution there'd by very little you could actually mod in Skyrim, now because of FNIS Skyrim has endless potential. He's also a very nice guy and always helpful. He's diligently maintained the program for years, made awesome upgrades to it and troubleshoots almost any one in need of help or deeper understanding with it from mod developers to users daily. If you're upset it's Bethesda's fault for making no way to add animations through the Creation Kit. MO is slightly trickier to set up with it because of the nature of how MO works. im not upset, i just wanted to get the animations to work. No doubt Fores has contributed, without his tool I could not do anything
rhody01 Posted September 22, 2015 Posted September 22, 2015 The only trick I had to learn when using FNIS with mod organizer is this: When you run the program, It will create modified behavior files. It puts these into the overwrite folder which you need to right-click and create mod for it to work with that particular profile. My naming convention goes something like this: FNIS [body mod] Character profile name ie: FNIS [sAM] Melloach. That way you can tell which on to activate with any particular profile. This file needs to be kept updated any time you change an animation just like it was run from the Data directory. This is where your having problems. Create that mod file and activate it. Place it under your FNIS files in the left pane hierarchy. It's quite ingeniuos and I give all the modders who make these things possible all my gratitude. Don't be angry be informed.
gvman3670 Posted September 22, 2015 Posted September 22, 2015 I never had FNIS delete anything or break my game. I merely installed FNIS files into MO like any other mod, went to the right pane and clicked the data tab, scrolled down to the tools section to find the FNIS generator, then right clicked it and chose to set as an executable. That's it. Nothing more to installing FNIS than that. And nothing got deleted because mods in MO don't delete anything in the Skyrim folder.
Neogeo Posted September 22, 2015 Posted September 22, 2015 And how'd this work for people who set up their Skyrim from scratch with MO? Because I have no meshes nor textures folder in Skyrim/Data.
PNo4 Posted September 22, 2015 Posted September 22, 2015 And how'd this work for people who set up their Skyrim from scratch with MO? Because I have no meshes nor textures folder in Skyrim/Data. The file mt_behavior.hkx gets deleted from the FNIS install folder in that case, I just tested it.
fore Posted September 23, 2015 Posted September 23, 2015 And how'd this work for people who set up their Skyrim from scratch with MO? Because I have no meshes nor textures folder in Skyrim/Data. The file mt_behavior.hkx gets deleted from the FNIS install folder in that case, I just tested it. And? Why is this a problem? In 99.9% of all cases, this mt_behavior.hkx was generated by FNIS anyway. So why can't FNIS remove it again when it's not necessary any more? The only other mod I know that made its own mt_behavior was the old non-FNIS AP, and that was incompatible with FNIS. mt_behavior.hkx is created by FNIS for some special type of animations (e.g. furniture, like for the ZaZ milking machine). If the next time time you don't have such animations, FNIS HAS to remove mt_behavior.hkx, because they contain data for animations which you don't have any more. Which could result in t-pose. But even if FNIS removes a loos mt_behavior.hkx file, it doesn't mean that FNIS completely removes mt_behavior. The standard mt_behavior still resides in the game's bsa files. And FNIS can remove all the loose custom ones to it's liking, you're still safe. I don't know what the author's pain is all about. MY pain is when I have to read posts soaked by pseudo knowledge, ill-advising poor beginners.
Neogeo Posted September 23, 2015 Posted September 23, 2015 Good this got cleared up here. Though hte "problems" I encounter with animations only reside in a few NSAP animations not playing after being selected ingame as well as using the matchmaker spell on two characters. But this thread isn't about that stuff anyway. So far, I haven't encounterred any serious problems nor bugs with FNIS though.
bradleyh Posted September 23, 2015 Posted September 23, 2015 If a legitimate problem has been caused by FNIS, Fore has always updated FNIS with a fix very quickly. The inability to teleport or ride a Dragon when Dawnguard was released was fixed in less than a week. Stiff Tails with Khajiit and Argonians when switching Profiles in MO from a SFW to a NSFW, running FNIS in the NSFW Profile, then switching to a SFW Profile was a problem that would only happen with Mod Organiser, and easily fixed by deleting a single nif file (meshes\auxbones\tail?). Using Adult Show XXX is caused by Ignorance of the existence of Sexlab and NSAP
ousnius Posted September 23, 2015 Posted September 23, 2015 In 99.9% of all cases, this mt_behavior.hkx was generated by FNIS anyway. So why can't FNIS remove it again when it's not necessary any more? The only other mod I know that made its own mt_behavior was the old non-FNIS AP, and that was incompatible with FNIS. mt_behavior.hkx is created by FNIS for some special type of animations (e.g. furniture, like for the ZaZ milking machine). If the next time time you don't have such animations, FNIS HAS to remove mt_behavior.hkx, because they contain data for animations which you don't have any more. Which could result in t-pose. But even if FNIS removes a loos mt_behavior.hkx file, it doesn't mean that FNIS completely removes mt_behavior. The standard mt_behavior still resides in the game's bsa files. And FNIS can remove all the loose custom ones to it's liking, you're still safe. I don't know what the author's pain is all about. MY pain is when I have to read posts soaked by pseudo knowledge, ill-advising poor beginners. I'll just use this opportunity here to ask if that's fine. I think when generating with FNIS, you are deleting the old folder/files, before then creating them again. Totally fine for manual/NMM installations, but for MO, this removes them from the mod folder you put them in, and then places the new files in its overwrite directory, instead of overwriting the already existing files in the mod you moved them to. I made BodySlide overwrite files, instead of deleting and then creating them, so it doesn't have this "problem" with MO. Is there a specific reasoning for it? It would be easier for MO users to not have to drag & drop the generated files from the overwrite folder to a mod folder every time you ran the program. Not complaining, just wondering.
BringtheNoise Posted September 23, 2015 Posted September 23, 2015 Good this got cleared up here. Though hte "problems" I encounter with animations only reside in a few NSAP animations not playing after being selected ingame as well as using the matchmaker spell on two characters. But this thread isn't about that stuff anyway. So far, I haven't encounterred any serious problems nor bugs with FNIS though. Did you do the last step, "Reset the Animations in Sexlab"? You have to install NSAP, Run FNIS, then in game, go into the NSAP mcm menu and enable the animations you want to play, then go into the Sexlab MCM menu and reset the Animation list so Sexlab will pick up the animations you enabled in NSAP.... well that's how it has worked for me since NSAP was started.
fore Posted September 23, 2015 Posted September 23, 2015 I'll just use this opportunity here to ask if that's fine. I think when generating with FNIS, you are deleting the old folder/files, before then creating them again. Totally fine for manual/NMM installations, but for MO, this removes them from the mod folder you put them in, and then places the new files in its overwrite directory, instead of overwriting the already existing files in the mod you moved them to. I made BodySlide overwrite files, instead of deleting and then creating them, so it doesn't have this "problem" with MO. Is there a specific reasoning for it? It would be easier for MO users to not have to drag & drop the generated files from the overwrite folder to a mod folder every time you ran the program. Not complaining, just wondering. FNIS creates xml files. But to convert them into hkx I need the tool hkxcmd. And this tool doesn't provide that possibility.
ousnius Posted September 23, 2015 Posted September 23, 2015 I'll just use this opportunity here to ask if that's fine. I think when generating with FNIS, you are deleting the old folder/files, before then creating them again. Totally fine for manual/NMM installations, but for MO, this removes them from the mod folder you put them in, and then places the new files in its overwrite directory, instead of overwriting the already existing files in the mod you moved them to. I made BodySlide overwrite files, instead of deleting and then creating them, so it doesn't have this "problem" with MO. Is there a specific reasoning for it? It would be easier for MO users to not have to drag & drop the generated files from the overwrite folder to a mod folder every time you ran the program. Not complaining, just wondering. FNIS creates xml files. But to convert them into hkxcmd I need the tool hkxcmd. And this tool doesn't provide that possibility. Ah, that's unfortunate. Thanks for the explanation.
Neogeo Posted September 25, 2015 Posted September 25, 2015 Good this got cleared up here. Though hte "problems" I encounter with animations only reside in a few NSAP animations not playing after being selected ingame as well as using the matchmaker spell on two characters. But this thread isn't about that stuff anyway. So far, I haven't encounterred any serious problems nor bugs with FNIS though. Did you do the last step, "Reset the Animations in Sexlab"? You have to install NSAP, Run FNIS, then in game, go into the NSAP mcm menu and enable the animations you want to play, then go into the Sexlab MCM menu and reset the Animation list so Sexlab will pick up the animations you enabled in NSAP.... well that's how it has worked for me since NSAP was started. Exactly, that's what I did as well. I was having this problem with animations not playing with most of the ZaZ animations too. Anything involving pillories, handcuffs etc. basically. Somehow I think it's because of my SL 1.59c installation, since some AP animations like fisting don't play either.
Nods2008 Posted September 25, 2015 Posted September 25, 2015 This is interesting to see. I found out about this a long time ago while using Dance Synchronizer. Fnis somehow deletes the master hkx or whatever and since DS makes its own file to appear in game and not use fnis instead, I had to reinstall 1.8gb everytime I ran fnis just so DS can create the file again (I eventually created a.zip file including the files that fnis deleted and replaced, just like you did). After a few times I got bored and made a patch for DS to work with FNIS without needing to install. If anyone is using DS and knows the horrors, I can provide you with the set of files I made to make em compatible with each other. Kudos to fore anyway, he is like the Nikola Tesla of skyrim.
gdfll Posted January 13, 2016 Posted January 13, 2016 A probably related problem I encountered using FNIS 6.2 and mod organizer v1.3.11, which surfaces when using multiple MO profiles with different animation sets in it. When I run FNIS in one profile, it breaks the animations in the other profiles. FNIS changes and deletes files in other mod directories, in my case the 'USLEEP' (unpacked BSA) folder. Most FNIS generated files are placed in the overwrite folder, but the 0_master.hks is updated in my USLEEP mod folder ! Also the 1hm_behavior.hkx file is deleted from the USLEEP folder. Anyone knows a simple work around to prevent running FNIS again when switching profiles ?
barak43 Posted January 16, 2016 Posted January 16, 2016 A probably related problem I encountered using FNIS 6.2 and mod organizer v1.3.11, which surfaces when using multiple MO profiles with different animation sets in it. When I run FNIS in one profile, it breaks the animations in the other profiles. FNIS changes and deletes files in other mod directories, in my case the 'USLEEP' (unpacked BSA) folder. Most FNIS generated files are placed in the overwrite folder, but the 0_master.hks is updated in my USLEEP mod folder ! Also the 1hm_behavior.hkx file is deleted from the USLEEP folder. Anyone knows a simple work around to prevent running FNIS again when switching profiles ? instead of overwriting the FNIS generated files in the mod, create one mod folder for each profile, put the FNIS files in it, and only activate the relevant one in each profile
gdfll Posted January 17, 2016 Posted January 17, 2016 instead of overwriting the FNIS generated files in the mod, create one mod folder for each profile, put the FNIS files in it, and only activate the relevant one in each profile thanks for the reaction, having a FNIS 'mod' file for each MO profile is what I already do. When running FNIS again, it does not place 0_master.hkx in the overwrite, but places it somewhere in a mod directory where there was also a 0_master.hkx, and updates that one. Renaming the new generated to another FNIS 'profilename', does not solve that, I start looking in what mod FNIS has placed the 0_master.hkx, and place it now manually in the newly created mod, but this is not very convenient. The problem is FNIS, it does not like symbolic links, somehow it manages to bypass them.
barak43 Posted January 17, 2016 Posted January 17, 2016 instead of overwriting the FNIS generated files in the mod, create one mod folder for each profile, put the FNIS files in it, and only activate the relevant one in each profile thanks for the reaction, having a FNIS 'mod' file for each MO profile is what I already do. When running FNIS again, it does not place 0_master.hkx in the overwrite, but places it somewhere in a mod directory where there was also a 0_master.hkx, and updates that one. Renaming the new generated to another FNIS 'profilename', does not solve that, I start looking in what mod FNIS has placed the 0_master.hkx, and place it now manually in the newly created mod, but this is not very convenient. The problem is FNIS, it does not like symbolic links, somehow it manages to bypass them. it doesn't bypass it, not really. for FNIS it put the files into the correct Data folder in the skyrim one. it isn't aware of the way MO handle things. MO in that case is the one not putting the files in the overwrite i noticed similar problems with bodyslide, since i use it for my mod a lot ^^,
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